Difference between revisions of "Trigger entity iterator"
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− | This entitiy allows you to simulate one or multiple entities triggering a specific other entity. For example, you can have all entities of classname "player" trigger | + | This entitiy allows you to simulate one or multiple entities triggering a specific other entity. For example, you can have all entities of classname "player" trigger a [[trigger_condition]], or all entities with targetname "zombie" trigger a [[trigger_copyvalue]]. The triggered entity will receive every iterated entity as activator. |
== Keyvalues == | == Keyvalues == |
Latest revision as of 14:43, 4 May 2023
trigger_entity_iterator | |
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Type |
point |
Status |
supported |
This entitiy allows you to simulate one or multiple entities triggering a specific other entity. For example, you can have all entities of classname "player" trigger a trigger_condition, or all entities with targetname "zombie" trigger a trigger_copyvalue. The triggered entity will receive every iterated entity as activator.
1 Keyvalues
Filter Entities by Name : name_filter
Any entity/entities by the given name will be iterated, given they also are of the specific class set in "Filter Entities by Classname" (if set).
Filter Entities by Classname : classname_filter
Any entity/entities by the given classname will be iterated, given they also match the name set in "Filter Entities by Name" (if set).
Filter Entities by Status : status_filter
Depending on what other option than "No Filter (default)" you set, addiontally to the filtering by name and classname through the two above keyvalues, either only dead or only alive entities will be iterated over. (An entity is considered alive while the PEV "deadflag" is 0)
Delay between Entities (secs) : delay_between_triggers
Specify a delay, in seconds, between the individual iterations. E.g. when iterating over several zombies, this would be the delay between iterating every single zombie. A value of 0 disables this (default), causing all iteration-entities to be iterated in one go. A very low value like 0.00001 would mean to iterate over one entity every server frame.
Entity's Trigger Target : target
Name of the entity to be triggered by the individual iteration/activator-entities. It "carries" the iteration.
Entity's Trigger State : triggerstate
Set the use-type with which the iterated/activating entities will fire the iteration carrier-entity set by "Trigger Target".
Run Mode : run_mode
If set to "Toggle On/Off", this entity becomes toggleable and will have a delay between complete iteration-passes of all iteration-entities, set by "Delay before Restarting (secs)". If set to "Run Once; Multi-threaded", every time you trigger this, a temporary copy will be created and perform one full run, then remove itself from the game. You can have multiple copies run simulatenously. This only makes sense with a non-zero "Delay between Entities (secs)".
Trigger at end of each Run : trigger_after_run
Set something to be triggered after a full run has been completed/performed.
Maximum Runs (0 for unlimited) : maximum_runs
Specify how many complete iteration-passes may be performed before this entity is removed from the game. Set this to 0 to disable this feature.
Delay before Restarting (secs) : delay_between_runs
Specify a delay, in seconds, between complete iteration-passes. E.g. when iterating several zombies, this would be the delay between iterating all of those zombies and then iterating all of those zombies again. This is only relevant in constant mode and the individual interval will still be considered when this is used. A value of 0 will always cause a delay of a single server frame. The individual interval will not add onto this.
2 Notes
If a non-constant, non-multithreaded trigger_entity_iterator is triggered while currently running (delay between triggers greater than zero), it will stop and restart the iteration process immediately when triggered with use-type "On", but simply stop when triggered with any other use-type.